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Intro

Shortest Path is very well documented if you want to generate Start / End path specified by two points. Like here Start at index 0 and End at index 3 ...

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Note: Specifically in my case I will use some obstacles blocking the direct connection ...

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My question

Is it possible to generate shortest path passing through a several points? Like in this example (with randomly selected vertices) ... the path should start at index 1 find shortest path to index 14, than shortest path to 40, than 44, 58, 61, 70, 74 and end at index 80.

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Sorry for old version of blend (3.4 alpha) home workstation limit :) at work I use the latest version.

Note: I already tried connect bunch of points by a spline and thanks to Markus's answer I could let a curve to push from an obstacle, but there are a lot of splines penetrating an obstacles for some reason. So I would like to try a different approach (also recommended in my original post).

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  • $\begingroup$ Hi, there.. would 'Shortest path through an ordered list of points' be a more accurate title? Just quibbling, might be wrong.. $\endgroup$
    – Robin Betts
    Commented Oct 29, 2023 at 19:25
  • $\begingroup$ Sure ... Thanks :) It is already a few days I'm scratching not only my head for this topic ... trying to find right direction from many directions :) so I'm loosing control and my healthy distance. $\endgroup$
    – vklidu
    Commented Oct 29, 2023 at 19:35
  • $\begingroup$ sounds like you answered your own question in your question: why don't you make several "shortest path" for every "subpath" and then connect them? $\endgroup$
    – Chris
    Commented Oct 30, 2023 at 8:22
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    $\begingroup$ @Chris Because I don't have a clue how to automate such process :) ... and also I thought there could be probably much better way. $\endgroup$
    – vklidu
    Commented Oct 30, 2023 at 9:58
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    $\begingroup$ If I understand correctly you want to connect via shortest path the indices pairwise: 0>14,14>40, 40>44, 44>58, 58>61, 61>70, 70>74, 74>80. This can't be done with a single Shortest Path node set up. You need exactly one start vertex and one end vertex to force a pair connection. That means you need 8 Node setups with the current algorithm. If there is a way to define a set of points as mandatory to pass through then that would be great. The only way with the current algorithm I see is via manipulating the Edge Cost values. Not sure how to that yet, but its worth exploring. $\endgroup$ Commented Oct 30, 2023 at 10:02

1 Answer 1

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This is my approach to solve this problem without simulations. Let's give it a name - Constrained Shortest Path.

In summary, the idea is to force a path [edge selection] via iteration of the Shortest Path algorithm that passes through select set of points (in ascending index number order) from a Mesh grid, giving the resulting path a tangled cable appearance.

Here is the result so far:

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The Mesh grid will be added for clarity. As you can see holes are implemented via points deletion using a control Empty object.

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Here is the node set up, however it is too complicated to explain in detail here. A .blend file is provided at the end of the post for your own studies.

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Here is the short description:

  1. Initial Point selection - Select points from the Mesh plane via random value generation to speed up the testing process. As it is hard to control the exact number of selected points or generate a good point distribution this way other methods for selection initializing should be considered.

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  1. Plane with Hole(s) - this is the mesh from which we select the initial points. The plane has an option for vertex deletion (single hole) . The hole widens with scaling the Empty object.

There are few types of input Geometry grids tested:

  • Ordered quad grid - separate object, when the random points are connected they produce a zig-zag like pattern and are not a good candidate.
  • Quad grid - separate object with vertex index randomization
  • Triangulated grid via modifiers - the host Plane object with modifiers stack before the Geometry Nodes modifier.
  • Triangulated grid - separate object with vertex index randomization

Here is a comparison:

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All grids are available for testing in the file

  1. Elevate the initial point selection - The selected points are moved slightly above the surface, the end points - even higher.

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  1. Shortest Edge Path Modules - The process is as follows:

a) Select first two vertices from the selection (in ascending order) - Output shortest path via curve

b) Remove the smaller index vertex from the selection.

c) Pass the resulting selection to the next module.

d) Repeat the process.

There are 1+20 operations currently. The file will work best with about 21 selected vertices or less. Add more modules for larger number of selected vertices.

Blender 3.6 doesn't have looping nodes, A Repeat zone is expected to be released in Blender 4.0. This will make the iteration over repetitive processes so much easier.

  1. Distribute Mesh Line on Paths - All generated paths are joined in specific order so the indices are in ascending order. A Mesh Line is generated to match the point count of the curve and the positions of these points thus forming a continuous single thread. The Mesh Line is then converted to Curve.

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6 Randomize slightly Z positions - just to decrease the amount of overlapping points due to path backtracking.

7 Resampled Auto Handle Curve to Cable - giving the curve a Bezier type with Automatic point handles gives best cable like appearance. Lastly a simple Curve to Mesh node is applied to generate the cable.

You are welcome to explore the .blend file:

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Edit: As requested by @vklidu I am including the setup for the upcoming Blender v4.0 using the Utilities > Repeat Zone instead of connecting / removing modules for different amount of selected points:

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and a close-up:

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You can change the number of Iterations manually or plug the number of selected points to control it automatically.

This should work for Blender Versions 4+. I can't guarantee the Repeat Zone will change after release, but it is most likely to remain the same.

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  • $\begingroup$ Thanks a lot for the answer ... may I ask you to extend your answer about Repeat Zone version you mentioned? That is something I hoped for :) Thanks for your time. $\endgroup$
    – vklidu
    Commented Nov 7, 2023 at 10:53
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    $\begingroup$ Edited the answer to include the Blender v4 Repeat Zone. This will save a lot of Node space :) $\endgroup$ Commented Nov 7, 2023 at 12:50
  • $\begingroup$ Awesome :) Thank you again. $\endgroup$
    – vklidu
    Commented Nov 7, 2023 at 13:32

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